package Loganseabolt.blocks;

import net.minecraft.block.Block;
import net.minecraft.block.BlockGlass;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.DamageSource;
import net.minecraft.world.World;

public class itsa extends BlockGlass {
	public itsa(int par1, Material par2Material, boolean par3) {
		super(par1, par2Material, par3);
		this.setCreativeTab(CreativeTabs.tabBlock);
		this.setLightOpacity(1);
		// TODO Auto-generated constructor stub
	}
	public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
        float f = 0.0625F;
        return AxisAlignedBB.getAABBPool().getAABB((double)((float)par2 + f), (double)par3, (double)((float)par4 + f), (double)((float)(par2 + 1) - f), (double)((float)(par3 + 1) - f), (double)((float)(par4 + 1) - f));
    }
	public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
        float f = 0.0625F;
        return AxisAlignedBB.getAABBPool().getAABB((double)((float)par2 + f), (double)par3, (double)((float)par4 + f), (double)((float)(par2 + 1) - f), (double)(par3 + 1), (double)((float)(par4 + 1) - f));
    }
	public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity, EntityLiving par6EntityLiving)
    {
        par5Entity.attackEntityFrom(DamageSource.cactus, 5);
    }
	public void registerIcons(IconRegister iconReg)
    {
		blockIcon = iconReg.registerIcon("LoganSeaboltModBase:secret");
    }
	
	 /**
     * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
     * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
     */
    public boolean isOpaqueCube()
    {
    	//is opaque false for no glitch
    	return false;
        //return true;
    }
}
